#version 300 es
precision highp float;

layout(location = 0) in vec2 a_position;
layout(location = 1) in vec2 a_texCoord;
layout(location = 2) in vec4 a_color;

uniform mat4 u_viewProjection;
uniform mat4 u_model;

out vec2 v_texCoord;
out vec4 v_color;

void main() {
    gl_Position = u_viewProjection * u_model * vec4(a_position, 0.0, 1.0);
    v_texCoord = a_texCoord;
    v_color = a_color;
}
